Quietly breathing behind a barricade, a young freedom fighter opens her mind to the visions that have lived with her her whole life. Deciding upon a course of action, she turns and, leading the inexperienced boys who have crowded behind her, charges the massed ranks of enemy soldiers. As she cast spells that both healed her allies and tormented her enemies, the tide of battle slowly turned in her favor. The battle won, she slowly walks the battlefield, bringing the fallen back to life.

Grinning behind the hood that covered her face, a Yuan-ti prophetess slowly weaved her magic over the assembled viziers, bending them to her will. Soon she would gain control of the kingdom in a bloody martial coup, her mind magic controlling her allies while her spells decimated her foes.

Treading softly in the underbrush, a Firbolg slowly gains on his prey. Just before his first arrow is loosed, he opens his mind to the visions that have tormented him from birth. Seeing his path will bring only pain to his companions, he signals them to fall back, and then releases the shaft. As it erupts from the neck of the troll in front of him, he calls upon powerful magic to bring his quarry down.

Soothsayers, regardless of how they gained their magic, are united in two ways. The first is the series of visions they have, and the second is the powerful magic they wield. Other than that, they are very diverse. Foresight and other abilities are very powerful, so you should ask your DM before you play a soothsayer.

While making a soothsayer, you should ask yourself the following questions, along with others. What gave you your power? What did you do with the visions? Exploit them for personal profit? Perhaps aiding those around you was your primary motivation. What gave you the push toward adventuring? How will that affect your life? How will you change, as you see the horrors of war?

Quick Build

You can make a Soothsayer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Sage background.

You have a limited ability to see into the future. For one minute, you peer into the future. While you are using this ability, the rules for concentration apply. You see a multitude of visions, all of the possible outcomes of your choices for the next month. The most likely ones are strongest, but that doesn't mean that they will happen. At the end of the minute, you pick a vision to follow. In order to pick a vision, you must maintain concentration as if you were casting a spell that requires concentration. The magic power within you acts as strong guidelines for what you should do next to ensure it happening. For one day, you are guided by whispers in your mind that tell the best actions to choose to follow the path you picked. To maintain this benefit for the duration, you must maintain concentration as if casting a spell that requires concentration. This effect lasts until you finish a a) long rest, b) use it again, or c) until the duration ends. You gain all expended uses at the end of the week.

At 6th level your magic grows strong enough for you to bond with a creature permanently. During a long rest you must bond with a monster of CR (Level /3) or less to make it your familiar. It must be an animal you are familiar with (e.g. an elf who has lived her whole life in the forest would not be able to bond with a beast from the deserts). The animal may act as a focus for your spells, and can obey basic commands from you alone. If your familiar dies while bonded with you, you must spend a long rest performing a ritual to summon another member of the species similar in appearance to the one you lost.

At 7th level, you are mentally strong enough to recover some of your magic with enough mental willpower. As your action, you may draw upon your inner strength to gain a total level of spell slots equal to your Intelligence modifier plus your Charisma modifier. You may use this ability once per long rest, and only on 5th or lower spell slots.

At 20th level, your foresight has grown to unprecedented strength. You may now see 50 years into the future, are guided for 2 weeks, and can use it for people who are physically close to you. You may also take long rests without losing your guidance when using foresight.

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Soothsayers who follow the freedom path fight for the good of the oppressed. They wield healing magic as well as their offensive spells for the good of the people around them. Nearly all who follow this path are of a good alignment.

At fifth level, your ability to rally those around you has grown enormously. You become proficient in persuasion. If you are already proficient, you may add double your proficiency bonus to your Persuasion rolls.

At 15th level, your heart is so withered within it affects your spells. You may have your spells deal Necrotic damage on a hit. In addition, you may add double your proficiency to damage rolls with your spells.

At 10th level, your ability to sweet-talk your way out of anything is unparalleled. You gain proficiency in Deception. If you are already proficient, you may add double your proficiency to those rolls.

At 15th level, your ability to harm with your spells has grown exponentially. You may add your Intelligence modifier to the damage of your spells, and may use your Intelligence modifier for your weapon damage rolls.